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Diffstat (limited to 'mesalib/src/mesa/swrast/s_blend.c')
-rw-r--r-- | mesalib/src/mesa/swrast/s_blend.c | 1002 |
1 files changed, 1002 insertions, 0 deletions
diff --git a/mesalib/src/mesa/swrast/s_blend.c b/mesalib/src/mesa/swrast/s_blend.c new file mode 100644 index 000000000..95c83432a --- /dev/null +++ b/mesalib/src/mesa/swrast/s_blend.c @@ -0,0 +1,1002 @@ +/* + * Mesa 3-D graphics library + * Version: 7.1 + * + * Copyright (C) 1999-2008 Brian Paul All Rights Reserved. + * + * Permission is hereby granted, free of charge, to any person obtaining a + * copy of this software and associated documentation files (the "Software"), + * to deal in the Software without restriction, including without limitation + * the rights to use, copy, modify, merge, publish, distribute, sublicense, + * and/or sell copies of the Software, and to permit persons to whom the + * Software is furnished to do so, subject to the following conditions: + * + * The above copyright notice and this permission notice shall be included + * in all copies or substantial portions of the Software. + * + * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS + * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, + * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL + * BRIAN PAUL BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN + * AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN + * CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. + */ + + +/** + * \file swrast/s_blend.c + * \brief software blending. + * \author Brian Paul + * + * Only a few blend modes have been optimized (min, max, transparency, add) + * more optimized cases can easily be added if needed. + * Celestia uses glBlendFunc(GL_SRC_ALPHA, GL_ONE), for example. + */ + + + +#include "main/glheader.h" +#include "main/context.h" +#include "main/colormac.h" +#include "main/macros.h" + +#include "s_blend.h" +#include "s_context.h" +#include "s_span.h" + + +#if defined(USE_MMX_ASM) +#include "x86/mmx.h" +#include "x86/common_x86_asm.h" +#define _BLENDAPI _ASMAPI +#else +#define _BLENDAPI +#endif + + +/** + * Integer divide by 255 + * Declare "int divtemp" before using. + * This satisfies Glean and should be reasonably fast. + * Contributed by Nathan Hand. + */ +#define DIV255(X) (divtemp = (X), ((divtemp << 8) + divtemp + 256) >> 16) + + + +/** + * Special case for glBlendFunc(GL_ZERO, GL_ONE). + * No-op means the framebuffer values remain unchanged. + * Any chanType ok. + */ +static void _BLENDAPI +blend_noop(GLcontext *ctx, GLuint n, const GLubyte mask[], + GLvoid *src, const GLvoid *dst, GLenum chanType) +{ + GLint bytes; + + ASSERT(ctx->Color.BlendEquationRGB == GL_FUNC_ADD); + ASSERT(ctx->Color.BlendEquationA == GL_FUNC_ADD); + ASSERT(ctx->Color.BlendSrcRGB == GL_ZERO); + ASSERT(ctx->Color.BlendDstRGB == GL_ONE); + (void) ctx; + + /* just memcpy */ + if (chanType == GL_UNSIGNED_BYTE) + bytes = 4 * n * sizeof(GLubyte); + else if (chanType == GL_UNSIGNED_SHORT) + bytes = 4 * n * sizeof(GLushort); + else + bytes = 4 * n * sizeof(GLfloat); + + _mesa_memcpy(src, dst, bytes); +} + + +/** + * Special case for glBlendFunc(GL_ONE, GL_ZERO) + * Any chanType ok. + */ +static void _BLENDAPI +blend_replace(GLcontext *ctx, GLuint n, const GLubyte mask[], + GLvoid *src, const GLvoid *dst, GLenum chanType) +{ + ASSERT(ctx->Color.BlendEquationRGB == GL_FUNC_ADD); + ASSERT(ctx->Color.BlendEquationA == GL_FUNC_ADD); + ASSERT(ctx->Color.BlendSrcRGB == GL_ONE); + ASSERT(ctx->Color.BlendDstRGB == GL_ZERO); + (void) ctx; + (void) n; + (void) mask; + (void) src; + (void) dst; +} + + +/** + * Common transparency blending mode: + * glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA). + */ +static void _BLENDAPI +blend_transparency_ubyte(GLcontext *ctx, GLuint n, const GLubyte mask[], + GLvoid *src, const GLvoid *dst, GLenum chanType) +{ + GLubyte (*rgba)[4] = (GLubyte (*)[4]) src; + const GLubyte (*dest)[4] = (const GLubyte (*)[4]) dst; + GLuint i; + + ASSERT(ctx->Color.BlendEquationRGB == GL_FUNC_ADD); + ASSERT(ctx->Color.BlendEquationA == GL_FUNC_ADD); + ASSERT(ctx->Color.BlendSrcRGB == GL_SRC_ALPHA); + ASSERT(ctx->Color.BlendSrcA == GL_SRC_ALPHA); + ASSERT(ctx->Color.BlendDstRGB == GL_ONE_MINUS_SRC_ALPHA); + ASSERT(ctx->Color.BlendDstA == GL_ONE_MINUS_SRC_ALPHA); + ASSERT(chanType == GL_UNSIGNED_BYTE); + + (void) ctx; + + for (i = 0; i < n; i++) { + if (mask[i]) { + const GLint t = rgba[i][ACOMP]; /* t is in [0, 255] */ + if (t == 0) { + /* 0% alpha */ + COPY_4UBV(rgba[i], dest[i]); + } + else if (t != 255) { + GLint divtemp; + const GLint r = DIV255((rgba[i][RCOMP] - dest[i][RCOMP]) * t) + dest[i][RCOMP]; + const GLint g = DIV255((rgba[i][GCOMP] - dest[i][GCOMP]) * t) + dest[i][GCOMP]; + const GLint b = DIV255((rgba[i][BCOMP] - dest[i][BCOMP]) * t) + dest[i][BCOMP]; + const GLint a = DIV255((rgba[i][ACOMP] - dest[i][ACOMP]) * t) + dest[i][ACOMP]; + ASSERT(r <= 255); + ASSERT(g <= 255); + ASSERT(b <= 255); + ASSERT(a <= 255); + rgba[i][RCOMP] = (GLubyte) r; + rgba[i][GCOMP] = (GLubyte) g; + rgba[i][BCOMP] = (GLubyte) b; + rgba[i][ACOMP] = (GLubyte) a; + } + } + } +} + + +static void _BLENDAPI +blend_transparency_ushort(GLcontext *ctx, GLuint n, const GLubyte mask[], + GLvoid *src, const GLvoid *dst, GLenum chanType) +{ + GLushort (*rgba)[4] = (GLushort (*)[4]) src; + const GLushort (*dest)[4] = (const GLushort (*)[4]) dst; + GLuint i; + + ASSERT(ctx->Color.BlendEquationRGB == GL_FUNC_ADD); + ASSERT(ctx->Color.BlendEquationA == GL_FUNC_ADD); + ASSERT(ctx->Color.BlendSrcRGB == GL_SRC_ALPHA); + ASSERT(ctx->Color.BlendSrcA == GL_SRC_ALPHA); + ASSERT(ctx->Color.BlendDstRGB == GL_ONE_MINUS_SRC_ALPHA); + ASSERT(ctx->Color.BlendDstA == GL_ONE_MINUS_SRC_ALPHA); + ASSERT(chanType == GL_UNSIGNED_SHORT); + + (void) ctx; + + for (i = 0; i < n; i++) { + if (mask[i]) { + const GLint t = rgba[i][ACOMP]; + if (t == 0) { + /* 0% alpha */ + COPY_4V(rgba[i], dest[i]); + } + else if (t != 65535) { + const GLfloat tt = (GLfloat) t / 65535.0F; + GLushort r = (GLushort) ((rgba[i][RCOMP] - dest[i][RCOMP]) * tt + dest[i][RCOMP]); + GLushort g = (GLushort) ((rgba[i][GCOMP] - dest[i][GCOMP]) * tt + dest[i][GCOMP]); + GLushort b = (GLushort) ((rgba[i][BCOMP] - dest[i][BCOMP]) * tt + dest[i][BCOMP]); + GLushort a = (GLushort) ((rgba[i][ACOMP] - dest[i][ACOMP]) * tt + dest[i][ACOMP]); + ASSIGN_4V(rgba[i], r, g, b, a); + } + } + } +} + + +static void _BLENDAPI +blend_transparency_float(GLcontext *ctx, GLuint n, const GLubyte mask[], + GLvoid *src, const GLvoid *dst, GLenum chanType) +{ + GLfloat (*rgba)[4] = (GLfloat (*)[4]) src; + const GLfloat (*dest)[4] = (const GLfloat (*)[4]) dst; + GLuint i; + + ASSERT(ctx->Color.BlendEquationRGB == GL_FUNC_ADD); + ASSERT(ctx->Color.BlendEquationA == GL_FUNC_ADD); + ASSERT(ctx->Color.BlendSrcRGB == GL_SRC_ALPHA); + ASSERT(ctx->Color.BlendSrcA == GL_SRC_ALPHA); + ASSERT(ctx->Color.BlendDstRGB == GL_ONE_MINUS_SRC_ALPHA); + ASSERT(ctx->Color.BlendDstA == GL_ONE_MINUS_SRC_ALPHA); + ASSERT(chanType == GL_FLOAT); + + (void) ctx; + + for (i = 0; i < n; i++) { + if (mask[i]) { + const GLfloat t = rgba[i][ACOMP]; /* t in [0, 1] */ + if (t == 0.0F) { + /* 0% alpha */ + COPY_4V(rgba[i], dest[i]); + } + else if (t != 1.0F) { + GLfloat r = (rgba[i][RCOMP] - dest[i][RCOMP]) * t + dest[i][RCOMP]; + GLfloat g = (rgba[i][GCOMP] - dest[i][GCOMP]) * t + dest[i][GCOMP]; + GLfloat b = (rgba[i][BCOMP] - dest[i][BCOMP]) * t + dest[i][BCOMP]; + GLfloat a = (rgba[i][ACOMP] - dest[i][ACOMP]) * t + dest[i][ACOMP]; + ASSIGN_4V(rgba[i], r, g, b, a); + } + } + } +} + + + +/** + * Add src and dest: glBlendFunc(GL_ONE, GL_ONE). + * Any chanType ok. + */ +static void _BLENDAPI +blend_add(GLcontext *ctx, GLuint n, const GLubyte mask[], + GLvoid *src, const GLvoid *dst, GLenum chanType) +{ + GLuint i; + + ASSERT(ctx->Color.BlendEquationRGB == GL_FUNC_ADD); + ASSERT(ctx->Color.BlendEquationA == GL_FUNC_ADD); + ASSERT(ctx->Color.BlendSrcRGB == GL_ONE); + ASSERT(ctx->Color.BlendDstRGB == GL_ONE); + (void) ctx; + + if (chanType == GL_UNSIGNED_BYTE) { + GLubyte (*rgba)[4] = (GLubyte (*)[4]) src; + const GLubyte (*dest)[4] = (const GLubyte (*)[4]) dst; + for (i=0;i<n;i++) { + if (mask[i]) { + GLint r = rgba[i][RCOMP] + dest[i][RCOMP]; + GLint g = rgba[i][GCOMP] + dest[i][GCOMP]; + GLint b = rgba[i][BCOMP] + dest[i][BCOMP]; + GLint a = rgba[i][ACOMP] + dest[i][ACOMP]; + rgba[i][RCOMP] = (GLubyte) MIN2( r, 255 ); + rgba[i][GCOMP] = (GLubyte) MIN2( g, 255 ); + rgba[i][BCOMP] = (GLubyte) MIN2( b, 255 ); + rgba[i][ACOMP] = (GLubyte) MIN2( a, 255 ); + } + } + } + else if (chanType == GL_UNSIGNED_SHORT) { + GLushort (*rgba)[4] = (GLushort (*)[4]) src; + const GLushort (*dest)[4] = (const GLushort (*)[4]) dst; + for (i=0;i<n;i++) { + if (mask[i]) { + GLint r = rgba[i][RCOMP] + dest[i][RCOMP]; + GLint g = rgba[i][GCOMP] + dest[i][GCOMP]; + GLint b = rgba[i][BCOMP] + dest[i][BCOMP]; + GLint a = rgba[i][ACOMP] + dest[i][ACOMP]; + rgba[i][RCOMP] = (GLshort) MIN2( r, 255 ); + rgba[i][GCOMP] = (GLshort) MIN2( g, 255 ); + rgba[i][BCOMP] = (GLshort) MIN2( b, 255 ); + rgba[i][ACOMP] = (GLshort) MIN2( a, 255 ); + } + } + } + else { + GLfloat (*rgba)[4] = (GLfloat (*)[4]) src; + const GLfloat (*dest)[4] = (const GLfloat (*)[4]) dst; + ASSERT(chanType == GL_FLOAT); + for (i=0;i<n;i++) { + if (mask[i]) { + /* don't RGB clamp to max */ + rgba[i][RCOMP] += dest[i][RCOMP]; + rgba[i][GCOMP] += dest[i][GCOMP]; + rgba[i][BCOMP] += dest[i][BCOMP]; + rgba[i][ACOMP] += dest[i][ACOMP]; + } + } + } +} + + + +/** + * Blend min function. + * Any chanType ok. + */ +static void _BLENDAPI +blend_min(GLcontext *ctx, GLuint n, const GLubyte mask[], + GLvoid *src, const GLvoid *dst, GLenum chanType) +{ + GLuint i; + ASSERT(ctx->Color.BlendEquationRGB == GL_MIN); + ASSERT(ctx->Color.BlendEquationA == GL_MIN); + (void) ctx; + + if (chanType == GL_UNSIGNED_BYTE) { + GLubyte (*rgba)[4] = (GLubyte (*)[4]) src; + const GLubyte (*dest)[4] = (const GLubyte (*)[4]) dst; + for (i=0;i<n;i++) { + if (mask[i]) { + rgba[i][RCOMP] = MIN2( rgba[i][RCOMP], dest[i][RCOMP] ); + rgba[i][GCOMP] = MIN2( rgba[i][GCOMP], dest[i][GCOMP] ); + rgba[i][BCOMP] = MIN2( rgba[i][BCOMP], dest[i][BCOMP] ); + rgba[i][ACOMP] = MIN2( rgba[i][ACOMP], dest[i][ACOMP] ); + } + } + } + else if (chanType == GL_UNSIGNED_SHORT) { + GLushort (*rgba)[4] = (GLushort (*)[4]) src; + const GLushort (*dest)[4] = (const GLushort (*)[4]) dst; + for (i=0;i<n;i++) { + if (mask[i]) { + rgba[i][RCOMP] = MIN2( rgba[i][RCOMP], dest[i][RCOMP] ); + rgba[i][GCOMP] = MIN2( rgba[i][GCOMP], dest[i][GCOMP] ); + rgba[i][BCOMP] = MIN2( rgba[i][BCOMP], dest[i][BCOMP] ); + rgba[i][ACOMP] = MIN2( rgba[i][ACOMP], dest[i][ACOMP] ); + } + } + } + else { + GLfloat (*rgba)[4] = (GLfloat (*)[4]) src; + const GLfloat (*dest)[4] = (const GLfloat (*)[4]) dst; + ASSERT(chanType == GL_FLOAT); + for (i=0;i<n;i++) { + if (mask[i]) { + rgba[i][RCOMP] = MIN2( rgba[i][RCOMP], dest[i][RCOMP] ); + rgba[i][GCOMP] = MIN2( rgba[i][GCOMP], dest[i][GCOMP] ); + rgba[i][BCOMP] = MIN2( rgba[i][BCOMP], dest[i][BCOMP] ); + rgba[i][ACOMP] = MIN2( rgba[i][ACOMP], dest[i][ACOMP] ); + } + } + } +} + + +/** + * Blend max function. + * Any chanType ok. + */ +static void _BLENDAPI +blend_max(GLcontext *ctx, GLuint n, const GLubyte mask[], + GLvoid *src, const GLvoid *dst, GLenum chanType) +{ + GLuint i; + ASSERT(ctx->Color.BlendEquationRGB == GL_MAX); + ASSERT(ctx->Color.BlendEquationA == GL_MAX); + (void) ctx; + + if (chanType == GL_UNSIGNED_BYTE) { + GLubyte (*rgba)[4] = (GLubyte (*)[4]) src; + const GLubyte (*dest)[4] = (const GLubyte (*)[4]) dst; + for (i=0;i<n;i++) { + if (mask[i]) { + rgba[i][RCOMP] = MAX2( rgba[i][RCOMP], dest[i][RCOMP] ); + rgba[i][GCOMP] = MAX2( rgba[i][GCOMP], dest[i][GCOMP] ); + rgba[i][BCOMP] = MAX2( rgba[i][BCOMP], dest[i][BCOMP] ); + rgba[i][ACOMP] = MAX2( rgba[i][ACOMP], dest[i][ACOMP] ); + } + } + } + else if (chanType == GL_UNSIGNED_SHORT) { + GLushort (*rgba)[4] = (GLushort (*)[4]) src; + const GLushort (*dest)[4] = (const GLushort (*)[4]) dst; + for (i=0;i<n;i++) { + if (mask[i]) { + rgba[i][RCOMP] = MAX2( rgba[i][RCOMP], dest[i][RCOMP] ); + rgba[i][GCOMP] = MAX2( rgba[i][GCOMP], dest[i][GCOMP] ); + rgba[i][BCOMP] = MAX2( rgba[i][BCOMP], dest[i][BCOMP] ); + rgba[i][ACOMP] = MAX2( rgba[i][ACOMP], dest[i][ACOMP] ); + } + } + } + else { + GLfloat (*rgba)[4] = (GLfloat (*)[4]) src; + const GLfloat (*dest)[4] = (const GLfloat (*)[4]) dst; + ASSERT(chanType == GL_FLOAT); + for (i=0;i<n;i++) { + if (mask[i]) { + rgba[i][RCOMP] = MAX2( rgba[i][RCOMP], dest[i][RCOMP] ); + rgba[i][GCOMP] = MAX2( rgba[i][GCOMP], dest[i][GCOMP] ); + rgba[i][BCOMP] = MAX2( rgba[i][BCOMP], dest[i][BCOMP] ); + rgba[i][ACOMP] = MAX2( rgba[i][ACOMP], dest[i][ACOMP] ); + } + } + } +} + + + +/** + * Modulate: result = src * dest + * Any chanType ok. + */ +static void _BLENDAPI +blend_modulate(GLcontext *ctx, GLuint n, const GLubyte mask[], + GLvoid *src, const GLvoid *dst, GLenum chanType) +{ + GLuint i; + (void) ctx; + + if (chanType == GL_UNSIGNED_BYTE) { + GLubyte (*rgba)[4] = (GLubyte (*)[4]) src; + const GLubyte (*dest)[4] = (const GLubyte (*)[4]) dst; + for (i=0;i<n;i++) { + if (mask[i]) { + GLint divtemp; + rgba[i][RCOMP] = DIV255(rgba[i][RCOMP] * dest[i][RCOMP]); + rgba[i][GCOMP] = DIV255(rgba[i][GCOMP] * dest[i][GCOMP]); + rgba[i][BCOMP] = DIV255(rgba[i][BCOMP] * dest[i][BCOMP]); + rgba[i][ACOMP] = DIV255(rgba[i][ACOMP] * dest[i][ACOMP]); + } + } + } + else if (chanType == GL_UNSIGNED_SHORT) { + GLushort (*rgba)[4] = (GLushort (*)[4]) src; + const GLushort (*dest)[4] = (const GLushort (*)[4]) dst; + for (i=0;i<n;i++) { + if (mask[i]) { + rgba[i][RCOMP] = (rgba[i][RCOMP] * dest[i][RCOMP] + 65535) >> 16; + rgba[i][GCOMP] = (rgba[i][GCOMP] * dest[i][GCOMP] + 65535) >> 16; + rgba[i][BCOMP] = (rgba[i][BCOMP] * dest[i][BCOMP] + 65535) >> 16; + rgba[i][ACOMP] = (rgba[i][ACOMP] * dest[i][ACOMP] + 65535) >> 16; + } + } + } + else { + GLfloat (*rgba)[4] = (GLfloat (*)[4]) src; + const GLfloat (*dest)[4] = (const GLfloat (*)[4]) dst; + ASSERT(chanType == GL_FLOAT); + for (i=0;i<n;i++) { + if (mask[i]) { + rgba[i][RCOMP] = rgba[i][RCOMP] * dest[i][RCOMP]; + rgba[i][GCOMP] = rgba[i][GCOMP] * dest[i][GCOMP]; + rgba[i][BCOMP] = rgba[i][BCOMP] * dest[i][BCOMP]; + rgba[i][ACOMP] = rgba[i][ACOMP] * dest[i][ACOMP]; + } + } + } +} + + +/** + * Do any blending operation, using floating point. + * \param n number of pixels + * \param mask fragment writemask array + * \param rgba array of incoming (and modified) pixels + * \param dest array of pixels from the dest color buffer + */ +static void +blend_general_float(GLcontext *ctx, GLuint n, const GLubyte mask[], + GLfloat rgba[][4], GLfloat dest[][4], + GLenum chanType) +{ + GLuint i; + + for (i = 0; i < n; i++) { + if (mask[i]) { + /* Incoming/source Color */ + const GLfloat Rs = rgba[i][RCOMP]; + const GLfloat Gs = rgba[i][GCOMP]; + const GLfloat Bs = rgba[i][BCOMP]; + const GLfloat As = rgba[i][ACOMP]; + + /* Frame buffer/dest color */ + const GLfloat Rd = dest[i][RCOMP]; + const GLfloat Gd = dest[i][GCOMP]; + const GLfloat Bd = dest[i][BCOMP]; + const GLfloat Ad = dest[i][ACOMP]; + + GLfloat sR, sG, sB, sA; /* Source factor */ + GLfloat dR, dG, dB, dA; /* Dest factor */ + GLfloat r, g, b, a; /* result color */ + + /* XXX for the case of constant blend terms we could init + * the sX and dX variables just once before the loop. + */ + + /* Source RGB factor */ + switch (ctx->Color.BlendSrcRGB) { + case GL_ZERO: + sR = sG = sB = 0.0F; + break; + case GL_ONE: + sR = sG = sB = 1.0F; + break; + case GL_DST_COLOR: + sR = Rd; + sG = Gd; + sB = Bd; + break; + case GL_ONE_MINUS_DST_COLOR: + sR = 1.0F - Rd; + sG = 1.0F - Gd; + sB = 1.0F - Bd; + break; + case GL_SRC_ALPHA: + sR = sG = sB = As; + break; + case GL_ONE_MINUS_SRC_ALPHA: + sR = sG = sB = 1.0F - As; + break; + case GL_DST_ALPHA: + sR = sG = sB = Ad; + break; + case GL_ONE_MINUS_DST_ALPHA: + sR = sG = sB = 1.0F - Ad; + break; + case GL_SRC_ALPHA_SATURATE: + if (As < 1.0F - Ad) { + sR = sG = sB = As; + } + else { + sR = sG = sB = 1.0F - Ad; + } + break; + case GL_CONSTANT_COLOR: + sR = ctx->Color.BlendColor[0]; + sG = ctx->Color.BlendColor[1]; + sB = ctx->Color.BlendColor[2]; + break; + case GL_ONE_MINUS_CONSTANT_COLOR: + sR = 1.0F - ctx->Color.BlendColor[0]; + sG = 1.0F - ctx->Color.BlendColor[1]; + sB = 1.0F - ctx->Color.BlendColor[2]; + break; + case GL_CONSTANT_ALPHA: + sR = sG = sB = ctx->Color.BlendColor[3]; + break; + case GL_ONE_MINUS_CONSTANT_ALPHA: + sR = sG = sB = 1.0F - ctx->Color.BlendColor[3]; + break; + case GL_SRC_COLOR: + sR = Rs; + sG = Gs; + sB = Bs; + break; + case GL_ONE_MINUS_SRC_COLOR: + sR = 1.0F - Rs; + sG = 1.0F - Gs; + sB = 1.0F - Bs; + break; + default: + /* this should never happen */ + _mesa_problem(ctx, "Bad blend source RGB factor in blend_general_float"); + return; + } + + /* Source Alpha factor */ + switch (ctx->Color.BlendSrcA) { + case GL_ZERO: + sA = 0.0F; + break; + case GL_ONE: + sA = 1.0F; + break; + case GL_DST_COLOR: + sA = Ad; + break; + case GL_ONE_MINUS_DST_COLOR: + sA = 1.0F - Ad; + break; + case GL_SRC_ALPHA: + sA = As; + break; + case GL_ONE_MINUS_SRC_ALPHA: + sA = 1.0F - As; + break; + case GL_DST_ALPHA: + sA = Ad; + break; + case GL_ONE_MINUS_DST_ALPHA: + sA = 1.0F - Ad; + break; + case GL_SRC_ALPHA_SATURATE: + sA = 1.0; + break; + case GL_CONSTANT_COLOR: + sA = ctx->Color.BlendColor[3]; + break; + case GL_ONE_MINUS_CONSTANT_COLOR: + sA = 1.0F - ctx->Color.BlendColor[3]; + break; + case GL_CONSTANT_ALPHA: + sA = ctx->Color.BlendColor[3]; + break; + case GL_ONE_MINUS_CONSTANT_ALPHA: + sA = 1.0F - ctx->Color.BlendColor[3]; + break; + case GL_SRC_COLOR: + sA = As; + break; + case GL_ONE_MINUS_SRC_COLOR: + sA = 1.0F - As; + break; + default: + /* this should never happen */ + sA = 0.0F; + _mesa_problem(ctx, "Bad blend source A factor in blend_general_float"); + return; + } + + /* Dest RGB factor */ + switch (ctx->Color.BlendDstRGB) { + case GL_ZERO: + dR = dG = dB = 0.0F; + break; + case GL_ONE: + dR = dG = dB = 1.0F; + break; + case GL_SRC_COLOR: + dR = Rs; + dG = Gs; + dB = Bs; + break; + case GL_ONE_MINUS_SRC_COLOR: + dR = 1.0F - Rs; + dG = 1.0F - Gs; + dB = 1.0F - Bs; + break; + case GL_SRC_ALPHA: + dR = dG = dB = As; + break; + case GL_ONE_MINUS_SRC_ALPHA: + dR = dG = dB = 1.0F - As; + break; + case GL_DST_ALPHA: + dR = dG = dB = Ad; + break; + case GL_ONE_MINUS_DST_ALPHA: + dR = dG = dB = 1.0F - Ad; + break; + case GL_CONSTANT_COLOR: + dR = ctx->Color.BlendColor[0]; + dG = ctx->Color.BlendColor[1]; + dB = ctx->Color.BlendColor[2]; + break; + case GL_ONE_MINUS_CONSTANT_COLOR: + dR = 1.0F - ctx->Color.BlendColor[0]; + dG = 1.0F - ctx->Color.BlendColor[1]; + dB = 1.0F - ctx->Color.BlendColor[2]; + break; + case GL_CONSTANT_ALPHA: + dR = dG = dB = ctx->Color.BlendColor[3]; + break; + case GL_ONE_MINUS_CONSTANT_ALPHA: + dR = dG = dB = 1.0F - ctx->Color.BlendColor[3]; + break; + case GL_DST_COLOR: + dR = Rd; + dG = Gd; + dB = Bd; + break; + case GL_ONE_MINUS_DST_COLOR: + dR = 1.0F - Rd; + dG = 1.0F - Gd; + dB = 1.0F - Bd; + break; + default: + /* this should never happen */ + dR = dG = dB = 0.0F; + _mesa_problem(ctx, "Bad blend dest RGB factor in blend_general_float"); + return; + } + + /* Dest Alpha factor */ + switch (ctx->Color.BlendDstA) { + case GL_ZERO: + dA = 0.0F; + break; + case GL_ONE: + dA = 1.0F; + break; + case GL_SRC_COLOR: + dA = As; + break; + case GL_ONE_MINUS_SRC_COLOR: + dA = 1.0F - As; + break; + case GL_SRC_ALPHA: + dA = As; + break; + case GL_ONE_MINUS_SRC_ALPHA: + dA = 1.0F - As; + break; + case GL_DST_ALPHA: + dA = Ad; + break; + case GL_ONE_MINUS_DST_ALPHA: + dA = 1.0F - Ad; + break; + case GL_CONSTANT_COLOR: + dA = ctx->Color.BlendColor[3]; + break; + case GL_ONE_MINUS_CONSTANT_COLOR: + dA = 1.0F - ctx->Color.BlendColor[3]; + break; + case GL_CONSTANT_ALPHA: + dA = ctx->Color.BlendColor[3]; + break; + case GL_ONE_MINUS_CONSTANT_ALPHA: + dA = 1.0F - ctx->Color.BlendColor[3]; + break; + case GL_DST_COLOR: + dA = Ad; + break; + case GL_ONE_MINUS_DST_COLOR: + dA = 1.0F - Ad; + break; + default: + /* this should never happen */ + dA = 0.0F; + _mesa_problem(ctx, "Bad blend dest A factor in blend_general_float"); + return; + } + + /* compute the blended RGB */ + switch (ctx->Color.BlendEquationRGB) { + case GL_FUNC_ADD: + r = Rs * sR + Rd * dR; + g = Gs * sG + Gd * dG; + b = Bs * sB + Bd * dB; + a = As * sA + Ad * dA; + break; + case GL_FUNC_SUBTRACT: + r = Rs * sR - Rd * dR; + g = Gs * sG - Gd * dG; + b = Bs * sB - Bd * dB; + a = As * sA - Ad * dA; + break; + case GL_FUNC_REVERSE_SUBTRACT: + r = Rd * dR - Rs * sR; + g = Gd * dG - Gs * sG; + b = Bd * dB - Bs * sB; + a = Ad * dA - As * sA; + break; + case GL_MIN: + r = MIN2( Rd, Rs ); + g = MIN2( Gd, Gs ); + b = MIN2( Bd, Bs ); + break; + case GL_MAX: + r = MAX2( Rd, Rs ); + g = MAX2( Gd, Gs ); + b = MAX2( Bd, Bs ); + break; + default: + /* should never get here */ + r = g = b = 0.0F; /* silence uninitialized var warning */ + _mesa_problem(ctx, "unexpected BlendEquation in blend_general()"); + return; + } + + /* compute the blended alpha */ + switch (ctx->Color.BlendEquationA) { + case GL_FUNC_ADD: + a = As * sA + Ad * dA; + break; + case GL_FUNC_SUBTRACT: + a = As * sA - Ad * dA; + break; + case GL_FUNC_REVERSE_SUBTRACT: + a = Ad * dA - As * sA; + break; + case GL_MIN: + a = MIN2( Ad, As ); + break; + case GL_MAX: + a = MAX2( Ad, As ); + break; + default: + /* should never get here */ + a = 0.0F; /* silence uninitialized var warning */ + _mesa_problem(ctx, "unexpected BlendEquation in blend_general()"); + return; + } + + /* final clamping */ +#if 0 + rgba[i][RCOMP] = MAX2( r, 0.0F ); + rgba[i][GCOMP] = MAX2( g, 0.0F ); + rgba[i][BCOMP] = MAX2( b, 0.0F ); + rgba[i][ACOMP] = CLAMP( a, 0.0F, 1.0F ); +#else + ASSIGN_4V(rgba[i], r, g, b, a); +#endif + } + } +} + + +/** + * Do any blending operation, any chanType. + */ +static void +blend_general(GLcontext *ctx, GLuint n, const GLubyte mask[], + void *src, const void *dst, GLenum chanType) +{ + GLfloat rgbaF[MAX_WIDTH][4], destF[MAX_WIDTH][4]; + + if (chanType == GL_UNSIGNED_BYTE) { + GLubyte (*rgba)[4] = (GLubyte (*)[4]) src; + const GLubyte (*dest)[4] = (const GLubyte (*)[4]) dst; + GLuint i; + /* convert ubytes to floats */ + for (i = 0; i < n; i++) { + if (mask[i]) { + rgbaF[i][RCOMP] = UBYTE_TO_FLOAT(rgba[i][RCOMP]); + rgbaF[i][GCOMP] = UBYTE_TO_FLOAT(rgba[i][GCOMP]); + rgbaF[i][BCOMP] = UBYTE_TO_FLOAT(rgba[i][BCOMP]); + rgbaF[i][ACOMP] = UBYTE_TO_FLOAT(rgba[i][ACOMP]); + destF[i][RCOMP] = UBYTE_TO_FLOAT(dest[i][RCOMP]); + destF[i][GCOMP] = UBYTE_TO_FLOAT(dest[i][GCOMP]); + destF[i][BCOMP] = UBYTE_TO_FLOAT(dest[i][BCOMP]); + destF[i][ACOMP] = UBYTE_TO_FLOAT(dest[i][ACOMP]); + } + } + /* do blend */ + blend_general_float(ctx, n, mask, rgbaF, destF, chanType); + /* convert back to ubytes */ + for (i = 0; i < n; i++) { + if (mask[i]) { + UNCLAMPED_FLOAT_TO_UBYTE(rgba[i][RCOMP], rgbaF[i][RCOMP]); + UNCLAMPED_FLOAT_TO_UBYTE(rgba[i][GCOMP], rgbaF[i][GCOMP]); + UNCLAMPED_FLOAT_TO_UBYTE(rgba[i][BCOMP], rgbaF[i][BCOMP]); + UNCLAMPED_FLOAT_TO_UBYTE(rgba[i][ACOMP], rgbaF[i][ACOMP]); + } + } + } + else if (chanType == GL_UNSIGNED_SHORT) { + GLushort (*rgba)[4] = (GLushort (*)[4]) src; + const GLushort (*dest)[4] = (const GLushort (*)[4]) dst; + GLuint i; + /* convert ushorts to floats */ + for (i = 0; i < n; i++) { + if (mask[i]) { + rgbaF[i][RCOMP] = USHORT_TO_FLOAT(rgba[i][RCOMP]); + rgbaF[i][GCOMP] = USHORT_TO_FLOAT(rgba[i][GCOMP]); + rgbaF[i][BCOMP] = USHORT_TO_FLOAT(rgba[i][BCOMP]); + rgbaF[i][ACOMP] = USHORT_TO_FLOAT(rgba[i][ACOMP]); + destF[i][RCOMP] = USHORT_TO_FLOAT(dest[i][RCOMP]); + destF[i][GCOMP] = USHORT_TO_FLOAT(dest[i][GCOMP]); + destF[i][BCOMP] = USHORT_TO_FLOAT(dest[i][BCOMP]); + destF[i][ACOMP] = USHORT_TO_FLOAT(dest[i][ACOMP]); + } + } + /* do blend */ + blend_general_float(ctx, n, mask, rgbaF, destF, chanType); + /* convert back to ushorts */ + for (i = 0; i < n; i++) { + if (mask[i]) { + UNCLAMPED_FLOAT_TO_USHORT(rgba[i][RCOMP], rgbaF[i][RCOMP]); + UNCLAMPED_FLOAT_TO_USHORT(rgba[i][GCOMP], rgbaF[i][GCOMP]); + UNCLAMPED_FLOAT_TO_USHORT(rgba[i][BCOMP], rgbaF[i][BCOMP]); + UNCLAMPED_FLOAT_TO_USHORT(rgba[i][ACOMP], rgbaF[i][ACOMP]); + } + } + } + else { + blend_general_float(ctx, n, mask, (GLfloat (*)[4]) src, + (GLfloat (*)[4]) dst, chanType); + } +} + + + +/** + * Analyze current blending parameters to pick fastest blending function. + * Result: the ctx->Color.BlendFunc pointer is updated. + */ +void +_swrast_choose_blend_func(GLcontext *ctx, GLenum chanType) +{ + SWcontext *swrast = SWRAST_CONTEXT(ctx); + const GLenum eq = ctx->Color.BlendEquationRGB; + const GLenum srcRGB = ctx->Color.BlendSrcRGB; + const GLenum dstRGB = ctx->Color.BlendDstRGB; + const GLenum srcA = ctx->Color.BlendSrcA; + const GLenum dstA = ctx->Color.BlendDstA; + + if (ctx->Color.BlendEquationRGB != ctx->Color.BlendEquationA) { + swrast->BlendFunc = blend_general; + } + else if (eq == GL_MIN) { + /* Note: GL_MIN ignores the blending weight factors */ +#if defined(USE_MMX_ASM) + if (cpu_has_mmx && chanType == GL_UNSIGNED_BYTE) { + swrast->BlendFunc = _mesa_mmx_blend_min; + } + else +#endif + swrast->BlendFunc = blend_min; + } + else if (eq == GL_MAX) { + /* Note: GL_MAX ignores the blending weight factors */ +#if defined(USE_MMX_ASM) + if (cpu_has_mmx && chanType == GL_UNSIGNED_BYTE) { + swrast->BlendFunc = _mesa_mmx_blend_max; + } + else +#endif + swrast->BlendFunc = blend_max; + } + else if (srcRGB != srcA || dstRGB != dstA) { + swrast->BlendFunc = blend_general; + } + else if (eq == GL_FUNC_ADD && srcRGB == GL_SRC_ALPHA + && dstRGB == GL_ONE_MINUS_SRC_ALPHA) { +#if defined(USE_MMX_ASM) + if (cpu_has_mmx && chanType == GL_UNSIGNED_BYTE) { + swrast->BlendFunc = _mesa_mmx_blend_transparency; + } + else +#endif + { + if (chanType == GL_UNSIGNED_BYTE) + swrast->BlendFunc = blend_transparency_ubyte; + else if (chanType == GL_UNSIGNED_SHORT) + swrast->BlendFunc = blend_transparency_ushort; + else + swrast->BlendFunc = blend_transparency_float; + } + } + else if (eq == GL_FUNC_ADD && srcRGB == GL_ONE && dstRGB == GL_ONE) { +#if defined(USE_MMX_ASM) + if (cpu_has_mmx && chanType == GL_UNSIGNED_BYTE) { + swrast->BlendFunc = _mesa_mmx_blend_add; + } + else +#endif + swrast->BlendFunc = blend_add; + } + else if (((eq == GL_FUNC_ADD || eq == GL_FUNC_REVERSE_SUBTRACT) + && (srcRGB == GL_ZERO && dstRGB == GL_SRC_COLOR)) + || + ((eq == GL_FUNC_ADD || eq == GL_FUNC_SUBTRACT) + && (srcRGB == GL_DST_COLOR && dstRGB == GL_ZERO))) { +#if defined(USE_MMX_ASM) + if (cpu_has_mmx && chanType == GL_UNSIGNED_BYTE) { + swrast->BlendFunc = _mesa_mmx_blend_modulate; + } + else +#endif + swrast->BlendFunc = blend_modulate; + } + else if (eq == GL_FUNC_ADD && srcRGB == GL_ZERO && dstRGB == GL_ONE) { + swrast->BlendFunc = blend_noop; + } + else if (eq == GL_FUNC_ADD && srcRGB == GL_ONE && dstRGB == GL_ZERO) { + swrast->BlendFunc = blend_replace; + } + else { + swrast->BlendFunc = blend_general; + } +} + + + +/** + * Apply the blending operator to a span of pixels. + * We can handle horizontal runs of pixels (spans) or arrays of x/y + * pixel coordinates. + */ +void +_swrast_blend_span(GLcontext *ctx, struct gl_renderbuffer *rb, SWspan *span) +{ + SWcontext *swrast = SWRAST_CONTEXT(ctx); + void *rbPixels; + + ASSERT(span->end <= MAX_WIDTH); + ASSERT(span->arrayMask & SPAN_RGBA); + ASSERT(rb->DataType == span->array->ChanType); + ASSERT(!ctx->Color._LogicOpEnabled); + + rbPixels = _swrast_get_dest_rgba(ctx, rb, span); + + swrast->BlendFunc(ctx, span->end, span->array->mask, + span->array->rgba, rbPixels, span->array->ChanType); +} |